This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
===================
Half-Life: Enriched
Version alpha 0.40
===================
Description:
============
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
5: Blast Pit
6: Power Up
7: On A Rail
More chapters are being converted. Check the MODDB page for new files!
Installation:
=============
Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
Copyright:
==========
Maps, models, sprites and textures by Hezus
You are free to use textures, sounds and models from this MOD for your own (non-commercial) work but I'd like to be credited for it. You are NOT allowed to release these maps for any other game or MOD.
Changelog:
==========
Version 0.40 (24th May 2022)
--------------------------
- New Chapter: "On A Rail"
+ chapter is now 4 BSPs (was 10)
C7A:
+ added extra info_nodes for better monster navigation
+ increased viewable distance to fix rendering issues
+ fixed beams having double targets in first flooded area
+ restored blood decals near lift area
+ restored bullsquid spawn in rocket area
+ added supports to rocket from c7b
+ completely reworked the train pathing logic to fix an error with the lift
+ added dead sci with goodies to lower rocket area (so it pays off to go there)
+ removed some headcrabs from water (to stop AI problems with squid)
+ extendable bridge now has correct lighting
+ added extra button for bridge on the other side
+ added idle animation to bullsquids
+ fixed up CLIPs around tracks
+ removed some handgrenades for balance
+ added more sequences and sentences to barney at start
C7B:
+ fixed alignment issue with first train elevator
+ track gates in the first area are now toggled individually
+ added extra info_nodes for better monster navigation
+ moved headcrab near HEV charger for better ambush
+ grunt lift now reaches all the way to the top
+ rearranged grunts in ambush at end of line
+ reworked the spawning of alien slaves in barney hiding area (now 4x1, was 3x2)
+ removed one headcrab dropping from ceiling
+ removed item_battery from ceiling
+ removed sandbags from office area
+ restored shortcut door to the rocket launcher tunnel
+ new static rocket launcher (based on TOW)
+ lowered TOW fire rate to 0.5 (was 1)
+ swapped some .357 ammo to shotgun ammo
C7C:
+ added extra lever for first train gate
+ remade the TNT ambush
+ changed the placements of the alien slave group
+ fence can now be shot through
+ ambush grunts are now a squad and communicate
+ added trap sequence to the explosives on the top of the personell elevator
+ personell elevater now stops at the right height
+ added extra button at top level of personell elevator
C7D:
+ removed 1 grenade from the office
+ added red light effect to lasers
+ changed orientation of 2 lasers to make them more effective
+ remade rock formations in outside areas
+ launch room windows now start closed, so players can't get in
+ launch button cannot be used from the outside anymore
+ hologram is now an env_sprite to fix save/load issue
+ retinal scanner is now broken (hence the open door)
+ fixed up lighting on the rocket
+ added grass/shrubs models
+ lowered freight train speed from 500 to 350
Changes to previous maps:
Chapter:
+ added 'On A Rail' chapter selection
Models:
- Reduced size of AR grenades
- New skin for the 9mmAR v_model
- New converse animations for Barney
Known issues:
C0A:
+ helicopter sound doesn't play (probably a code issue because of the larger grid size)
C5E:
+ removed the toxic barrel loop until I figure something out that's less prone to fail
C6B:
+ bullsquid has red blood
crash it says
The procedure entry point
?GetMousePos@Surface@vgui@UAEXAAH0@Z Could Not Be located in the dynamic link library vgui.dll
And
could not load library (GAME DIRECTORY)\enriched\cl_dlls\client.dll
Can you tell me how to fix it
Try this:
Moddb.com
> Fegelein
What do you mean, "GetMousePos Could Not Be located?"
Then locate it properly! If it can't be located, I'm *ucked!